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[TUTORIAL] Make payload model: The whole process explained - Printable Version

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[TUTORIAL] Make payload model: The whole process explained - DanSteph - 09-08-2005

INTRODUCTION:

To make a new payload model for FsPassengers you need only two things:

1-One image in jpg format with a size of 585x157 pixels
2-a "ini" file created by the FsPassengers Payload model editor

I'll explain in this first post all things related to images; the different type you can use (real picture, Fs2004 screenshot, hand drawed) and some tips how to make them, the next post bellow will explain all things related to the creation of the INI file with the editor.


PAYLOAD MODEL IMAGE TUTORIAL

Warning: This is not a paint tutorial, if you know nothing about basic stuff as how to resize and cut part of an
image you obviously need more help, a lot of tutorial are on internet about painting. Please reffer to them first.

For payload model image you can use a real picture of an aircraft, a complete hand drawing, a picture taken from
Fs2004. I'll explain below some tips to help you for those type. Just jump on the section that intterest you.



Real Aircraft Image (really easy)

Finding a real image of an aircraft is really simple just go on google, click on "image" and enter a keyword
that recall the aircraft type ("747" "737" "cessna" etc etc) you can also click on this link below if you don't know
google image: http://www.google.com/imghp?hl=en

My advice is too find an image that have some nice background so the number as weight will still appear clearly.
The payload editor allow you to place those number anywhere but depend of the background they may be hard
to read. Once an image found, cut/resize it to exactly 585x157 and you have your image.

Here an example I just found with google and cut/resized:

[Image: tutopayload_1photo.jpg]


Of course you can use it "right out of the box" but If you want to do better and know Photoshop you can
download my Payload model template here:
http://www.fspassengers.com/?action=download&cat=All&search=8&searchtype=Id

In no time you should be able to get a result like this: (or better of course, this one took me two minutes)

[Image: tutopayload_2photo.jpg]

Save your jpg image in the "payload_model" folder of FsPassengers (located in your Fs9 directory) and jump
on the next post to see how to create a INI file using the payload model editor and use your image in FsP.


Fs2004 Image (really easy)


That might be even better: you can have the exact image of the aircraft you want to fly. The first things to do
is to take a side picture of your Fs2004 aircraft using the technique explained in this post:
http://www.fspassengers.com/forum/showthread.php?tid=9577

Now you just need to cut/resize to 585x157 to get the following wich is usable in FsPassengers:

[Image: tutopayload_3fs9.jpg]

Of course using a basic paint program you can add some stuff:

[Image: tutopayload_4fs9.jpg]


But if you know also Photoshop or any program that can work with layered PSD image you can download my layered template
here: http://www.fspassengers.com/?action=download&cat=All&search=8&searchtype=Id and in no time get something like that
below or better (this one took me exactly 1:30 minute)

[Image: tutopayload_5fs9.jpg]

And last you can make your hown drawing of course.

Save your jpg image in the "payload_model" folder of FsPassengers (located in your Fs9 directory) and jump
on the next post to see how to create a INI file using the payload model editor and use your image in FsP.


Hand drawing (difficult if you want a good result)


If you can do one alone obviously you don't need this tutorial, jump on next post to see how to create a new ini
file to use your payload model, for people that have "medium painting abilities" I'll explain here my technique
to make "hand drawed" model.

Firts we need a background "blueprint" so we can draw exactly the line of aircraft over it.
You may found a side blueprint of an aircraft on google, you can use it as a basis to draw over it,
howewer it's rare that you can find one with a good resolution (often they are only small thumbnail)
So I use Fs2004 to make a side picture Click on the following link to read how to make a side picture
of an aircraft with Fs2004: http://www.fspassengers.com/forum/showthread.php?tid=9577

Now on new layers draw over the lines of the blue print and finally add some paint, shadow etc etc.

Using hand drawing method you can achieve such result:
[Image: baron58.jpg]



Post Edited ( 11-10-05 01:41 )


Re: [TUTORIAL] Make payload model: The whole process explained - DanSteph - 10-08-2005

Making/editing INI FILE for FsPassengers

The process is really simple, you need an image of your aircraft, just look the previous post if you don't have one yet.


1-Launch the FsPassengers payload editor

First things to do is to launch the Payload model Editor click on window Start menu->FsPassengers->Tools/Payload_editor
all will be done with this program.


2-A brief presentation of the payload editor

The most useful here of course is the HELP bottom button that will open a complete help text, this post will contain
somes tips and hints and a basic tutorial but the HELP text of the payload model editor should be your your first reference.

The best to start to learn about the payload editor is to load others model to see how they are made, to do so
click on "Load existing ini file" button and choose a payload model.

The big image in the middle is your aircraft image as choosed by the top drop menu "Select a background"

the center frame allow you to set the number of payload station that your aircraft will have, the number of passengers,
the name of those station and the price range for economic mode. You must also set here the position of each station
relative to the Center of gravity of the aircraft.

The right top frame allow you to select the stickers that you want to move. Stickers are the weight information that you can see
on the aircraft's image. To move a sticker select it in this frame, click "Move it" button and use the mouse to drag the stickers
on the aircraft image.

The bottom right frame will give you some information about the CG wich will only be a hint at this stage, it will avoid
at least that you set wrong position and weight.



Post Edited ( 08-10-05 05:39 )


Re: [TUTORIAL] Make payload model: The whole process explained - DanSteph - 07-11-2005

HOW TO SET COORDINATE IN THE PAYLOAD EDITOR ?


What are the coordinate mean for in the payload editor ?

PosZ in the payload editor is the front-rear position of a payload point in feet.
PosY is the vertical position of a payload point in feet.
There is no lateral position as FsP was done first for airliner.

How work the coordinate system in the payload editor ? (IMPORTANT)

Unfortunately each aircraft use their own scale for their model and the "zero position" is
often not at the same place on the model.
Also the value "zero CG" position don't exist in Fs2004, So FsPassengers when you call the
payload loader do several test with various weight on the empty aircraft to find the zero
position on the empty aircraft

Now with FsP the PosZ position in the payload editor is always RELATIVE to this ZERO CG position on the EMPTY aircraft.
in brief -5 will be 5 feet back to the calculated CG position on the empty aircraft and + 10 will be 10 feet in front
of the zero CG position. Notice a -5 feet here may NOT match a -5 in the aircraft.cfg (this is important
for the explaination below) This method was done to avoid many problem with aircraft and it seem to
work on the majority of the aircraft. (see "Why FsP by default need to calculate...")

Now some poorly designed aircraft (those that are unflyable without a payload because
the designer loaded first the payload and then tuned the flight dynamic with the aircraft loaded)
this method may fail. So you have a parameter in the payload editor "Disable position calculation"
if this parameters is checked the PosZ will now be ABSOLUTE, mean exactly the same than in
the aircraft.cfg without any recalculation. Such a payload model may work thus only for one model.

So what should I put as number in the payload editor ?

As long as you don't check the "Disable position calculation" in the payload editor
consider always that your coordinate are RELATIVE to the center CG. It's up to you
to find the overall lenght of your aircraft in feet and put the payload point at an estimation
of the position based on the CG((always about 1/3 of the wing) the zero being at that CG,
negative number back and positive in front (see image below) You should also take care
that your weight are equally set around the CG.This is important especially for big payload point as
"100 passengers economic" class, if you put them at -40 feet "back of the CG" and don't put anything
in front of course the CG will be completely wrong, so usually you should put 100 pax at -40 and 100 at +40

Now you can tune the point as they make look in real for example if there is a back cargo on a baron 58
of course it will move the CG back.. as in the real aircraft. If you have a first class in front with a low pax count
you can put for example: "35 first class at +40ft" "90 economic class at -15ft", fully loaded the aircraft will
be well balanced. (this is an example)

Now nothing replace trial & error to fine tune your model, as you don't need to exit Fs2004 to see the change in your payload
model the job is really simple: In Fs2004 call the payload dialog, see CG with full aircraft, if not good switch to payload editor,
make change, save, switch to Fs2004 call again the payload dialog... etc etc.

[Image: tuto_payload_editor0.jpg]

To resume: The zero position in feet is always at the CG position (about 1/3 wing) up to
you to guess the total lenght of your aircraft and place the point at the correct position.


Why FsP by default need to calculate the zero CG and place the point relative to it ?

Because each aircraft is different and may use different coordinate system.
In aircraft.cfg for the same type of aircraft (example 737) you can see some aircraft having the pilot
at +40 feet and on some other it may be at +10ft or even -20 ft depend where the model's center is.
Thus a "737" payload model would work only for one model and fail for all others.( mess completely the CG when loaded)
So by calculating the zero CG position and placing the payload station evenly relative to this point
(say 80 pax at -10ft and 80 pax at +10ft) you are assured that this payload model would work on
the majority of the aircrafts and don't mess the CG.


One image worth thousand words:


[Image: tuto_payload_editor1.jpg]

Fig A Show an aircraft designed by Mr "A" he make the model with the CG at 22ft.
In the aircraft.cfg you'll have the payload point of the pilot at 25ft and the passengers at 10ft


[Image: tuto_payload_editor2.jpg]

Fig B Show an aircraft designed by Mr "B" he make the model with the CG at 10ft
as you see a payload model with ABSOLUTE position as in aircraft.cfg can't work for
both "A" and "B" aircraft.


[Image: tuto_payload_editor0.jpg]

In NORMAL situation without checking the "disable calculation"
in payload editor both aircraft will have the zero position as in the image above.
Thus it's simple to make a payload model that work well for both aircraft
+3ft for pilots and -5ft for passengers and -12ft for luggage in this case
(just and example the lenght scale is not right here)


Hope it help ?

Dan



Post Edited ( 11-07-05 06:11 )